Cassioepeia

Constipated Kiwi·4/10/2015, 8:53:16 PM·2 votes·1,110 views

Recently, Cassiopeia's late late game has been nerfed due to the multiplicative stacking of % APs. This is fine, however Cassiopeia players live for the late game. Though this is in an indirect nerf to Cassiopeia, it still hurts her game play since late game is where she's truly meant to be, or updated to be. In return for her indirect late game nerf which hurts Cassiopeia a lot, I think that Cassiopeia should have more action in her early games. Especially, since Cassiopeia has such a ridiculous late game, why not reverse some of her powers so that she doesn't feel like riding a roller coaster in gameplay since, in early game she's easily bullied by the enemy, while in late game, she bullies the enemy's entire team in teamfight. (~1000ish AP with passive?) I feel like they overdid the rework a bit, because Cassiopeia's power comes from consistent damage and spamming skills, not from waiting ~1000 AP late game, where you can 3 shot carries, which really isn't DoT or DPS....

  • Cassiopeia's base mana: 341 (+60 per level)
  • Cassiopeia's mana regen: 5.36 (+0.75 per level)
  • Passive: Cassiopeia builds a stack of Aspect of the Serpent for every second that an enemy champion is poisoned, every unit killed by Twin Fang, and for every Twin Fang used to an enemy champion, up to a max of 500 stacks. At 100 stack: Cassiopeia’s abilities deal 5% more base damage. Twin Fang heals 1% of current health and missing health plus 1% of the damage it deals. At 250 stacks: Cassiopeia’s abilities deal 10% more base damage. Cassiopeia gains 25% Cooldown Reduction. Twin Fang heals for 2% of current and missing health plus 5% of the damage it deals. At 500 stacks: Cassiopeia’s abilities deal 30% more base damage. Twin Fang heals 3% of current health and missing health plus 10% of the damage it deals.
  • Noxious Blast: Total damage: 60/90/120/150/180 (+ 45% AP) Mana cost: 30/40/50/60/70 Cooldown: 2.5 seconds
  • Miasma: Total damage: 5/10/15/20/25 (+5% AP per second) 35/70/105/140/175 (+ 35% AP) Slow: 25/30/35/40/45% Mana cost: 85/100/115/130/145
  • Twin Fang: Total damage: 50/75/100/125/150 (55% AP) Mana cost: 30/40/50/60/70 Deals magic damage and applies a stacking debuff that amplifies further poison damage by 20%. (Stacking up to 2.) If Twin Fang kills a target, it restores the mana cost and 9% of her missing mana.
  • Petrifying Gaze: Total damage: 150/250/350 (50% AP) Mana cost: 100/150/200 Enemies that are stunned, receive a debuff that amplifies the damage of Twin Fang by 15% that lasts for 3 seconds. I felt like the current Cassiopeia has weak-mediocre early gameplay, while late game, she just completely obliterates the whole enemy team through 1 Q and 2 E’s. (I speak of experience of both going against and playing Cassiopeia) She has too much ups and downs in her game, and is really inconsistent. She’s weirdly phased in the game since she is bullied by many laners, and in late game, her transition to becoming more dangerous is somewhat disabled through her early game, and yet, in her late late game, she’s just inexorable and is too overwhelming. The whole theme of this kit is so that Cassiopeia is a champion that is a true damage over time champion that deals damage through consistent DPS over time. She gains strength through articulate spamming and knowing her limits. Hence, the mana cost reduction on Noxious Blast and Twin Fang. However, Petrifying Gaze and Miasma’s mana cost is heavily increased so she can’t abuse her spamming powers, along with her lowered base mana and mana regen. This means that a mastered skill of farming with Twin Fang can make a good and a bad Cassiopeia player. While, she earns her position of strength through spamming, she can also lose it through spamming. Carelessly spamming and running out of mana extremely quickly can mean that she has a long period of time where she is vulnerable and must passively farm with her Twin Fang to restore the mana she lost. Ultimately, in lane, it’s a game of tug of war and obtaining the chief power. This does mean, however that she will be weak against quick bursts and mobile opponents. To increase her strength in her specialty of locking-down with her ultimate, the damage of Twin Fang is amplified when her target is stunned. Though her late game is heavily nerfed compared to this current kit, her whole gameplay excels at consistency and DPS and ultimately, that makes her a great champion throughout the whole phase of the game. This makes her a masterly champion that requires aggression, passiveness, aptitude, and skill. Feel free to comment!

4 Comments

HadesBlades4/10/2015, 9:17:04 PM2 votes

Dude I love Cass and not only can she be really strong... you are making her early a bit too strong. E.G Miasma isn't there to do a ton of damage base stat wise, nor scale well with AP. If it was suppose too do a lot of damage I would level it first considering how long it stays slows and that damage, leading into a E or fangs second to restore that mana. Cass still needs a rework in my opinion she has been left in a strong, but awkward position, you can go top, mid, (even saw a sup cass). ^_^ I still love Cass, but I think she is fine as she is, all i want is her E cost to go down just a tad! :D you still have some interesting ideas that I would keep though!

Tendrian4/11/2015, 12:05:43 AM2 votes

How about that one:

  • Passive: Casting a spell causes any subsequent spellcasts within 5 seconds to cost 10% less mana, stacking up to 5 times.
  • Noxious Blast: Total damage: 75/115/155/195/235 (+80% AP) Mana cost: 35/45/55/65/75 Cooldown: 3 seconds
  • Miasma: Total damage: 175/245/315/385/455 (+105% AP) Slow: 15%/20%/25%/30%/35% Mana cost: 70/80/90/100/120
  • Twin Fang: Total damage: 50/85/120/155/190 (+55 AP) Mana cost: 50/60/70/80/90
  • Petrifying Gaze: Total damage: 200/325/450 (+60% AP) Mana cost: 100/150/200
BeerOfRoot48434/11/2015, 12:28:37 AM1 votes

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